Documenting Born Digital Creative and Scholarly Works for Access and Preservation [Day 1, a.m.]

Digital Humanities Summer Institute Workshop #2
Documenting Born Digital Creative and Scholarly Works for Access and Preservation
Morning Day 1
By Dene Grigar and Nicholas Schiller

Syllabus

In STEAM - virtual game platform, can put your game up and sell it (Apple store for games), game sits ephemeral on site, do not own it physically.
Beyond Eyes Game
Tags you would use: third person/God view , game, multimedia, interactive, juvenile, non-violent, indiegames [independent developers], visual novel, visual storytelling, blindness, memory,

No one path, how do you represent that in documentation? Walkthroughs try to do that. Limited There's no practical limit to describing things (used to be 3, as many as you could fit on a catalog card).

Translation studies: translators betray the text no matter what they do
kakamoron - a bad, stupid thing (doesn't capture the stupidity and the badness in the English translation. We are translating for a future audience we don't know.

How many is enough? Reading Appolito's work on variable media startegy. Each work needs to be treated as itself. Follows in "media-Specific analysis" - not just "hypertext" but it's specificity. George Landau as example. Cool that most authors are still alive, need to talk to them, interview them, ask them, go their archives, put it together and give as complete a picture as we can possibly get.

Fahrenheit 451 - each person was an expert on a book, what book would you choose?
How do we show donors what we're doing?
Making something that will be difficult if someone can't see your work (think VR projects), how do you get across what you've just done--good documentation. Document on your personal website (each project has its own gig site w as much info as possible), then all projects go onto a portfolio site.

All student projects are archives on site and in server; senior capstones made public on project site (easy for donors to see). See 99constellations.net - the catalog record for the flattened book is great but least useful. Electronic Literature Organization has been working to capture info about all this work. ELMSIT is a catalog for EL--open source (elmsit.net) Drupal-based modular in anture, adding metadata. Does it feed OCLC? Not yet but building a Samvera site where all metadata from ELO's collection into the site for stage 1, stage 2 moves works themselves, stage 3 is to emulate everything they have copyright for. Like RHIZOME but for e-lit.

How to bring info together for all these works? Worldwide? ELMCIP covers Northern Europe, PO.Ex in portugal, Hermenea in Spain, Arab speaking nations in the union. 12 organizations interested in this work in all. Meta-org called CELL that members of ELO become organizational members, set up taxonomy, naming conventions, enables OMI-pmh (sp?) metadata harvesting. Shooting for global scale interoperability. CELL is meant ot pull together all of these issues and come up with a way we can talk across globe about e-lit, games, Consortium of Electronic Literature (CELL). SO that is survives obsolescence. Access vs accessibility. Doesn't fix accessibility until stage 3.

How do you decide what to save when it comes to digital material? What about when authors don't want it preserved? If they think it's no longer valid for contemporary tech/audience? Started with things they had access to and cared about. Some things were designed to be ephemeral - like zines scanned and put online without permission.

Define electronic literature: Literary with interactive multimedia experience. We are the first generation of collectors working on this. Where it goes from here is the next generation's vision. Ekphrastic (ekphratic?) detailed descriptions of a work, and describing it in conjunction with something else (how it's different than a different platform).

Eastgate systems was early system for e-lit. Has a number of e-lit works copyright they won't release







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